Skip to content

reference v1 release checklist

cheaterbob edited this page Oct 3, 2026 · 1 revision

Mod API v1 release checklist

This page tracks release readiness rather than the long-term feature wishlist. Features listed as experimental can ship with v1 without receiving the stable-v1 compatibility promise.

Runtime verification

  • Verify spawnOnDeath behavior for spawned variants; save/reload compatibility remains covered by the general save pass below.
  • Verify speedPulse with a visually obvious test enemy.
  • Exercise explicit walking, climbing, and flying navigation links. Fully original ground enemies now consume directed walking/climb paths; verify upward traversal and natural downward falls on each authored map.
  • Confirm beam damage ticks, charge firing, alternate-fire mechanics, and primary melee.
  • Regression-test the charge percentage/ready prompt.
  • Regression-test alternate-fire arm recoil.
  • Play-test original-enemy attackHit/multi-hit timing, facing-relative impulses, positional event audio, camera shake, and atlas sprite effects.
  • Play-test physical projectiles, impacts, casings, custom audio, and sprite animation.
  • Test every example pack separately.
  • Run all currently compatible installed examples together.
  • Test stage exit/re-entry, restart-required mod state changes, and save loading.
  • Play-test the prepared 256-by-96-tile stress stage with 15 spawners, 65 authored objects, explicit platform-climb and aerial routes, and a 60-enemy opening wave.

Moving platforms, Tiled visuals, Core-art objects, and authored doors have been exercised successfully, but remain part of the wider regression pass.

Schema freeze

  • Manifest JSON Schema exists.
  • Challenge JSON Schema exists.
  • Rule-profile JSON Schema exists.
  • Add enemy, clothing, weapon, usable, stage, difficulty, asset-patch, and Tiled-map schemas.
  • Mark stable and experimental fields with x-stability.
  • Document defaults, bounds, fallbacks, unknown-field behavior, and migration rules.
  • Validate every public example against its applicable schema with Tools/ModSchemaValidator.

Compatibility and release engineering

  • Explicitly exclude automatic old-content-ID aliases from v1 and document the author migration policy.
  • Confirm disabled mods retain their saved data and reconnect when enabled.
  • Test missing, removed, upgraded, and renamed mod content against existing saves.
  • Run the complete EditMode and PlayMode suites from a clean checkout.
  • Produce and smoke-test a clean standalone Windows build.
  • Automate catalog schema, immutable release hash/size, ZIP traversal/extension, manifest agreement, corrupt dependency-batch, and extracted content-schema checks.
  • Complete hands-on Windows, Android, and WebGL catalog install/update/rollback smoke tests.
  • Test excessive runtime object counts in a player build.
  • Define and enforce practical file, texture, map, and content-count limits; performance budgets remain part of stress testing.
  • Reconcile the draft specification, public guide, examples, and published schemas.
  • Verify GitBook navigation and internal links.
  • Document installation, packaging, troubleshooting, and Windows desktop support.
  • Publish generated field-by-field schema, validation-code, and Core asset-slot references.
  • Establish the public API changelog and future migration-guide format.
  • Document code-confirmed Android and WebGL behavior without marking release-build verification complete.
  • Capture verified installation, Mods panel, Unity authoring, Tiled, and DragonBones screenshots.
  • Finalize licensing, redistribution, and documentation-publication policy text.
  • Complete per-artifact provenance and permission decisions for the player build, SDK, examples, catalog archives, and previews selected for release.
  • Remove generated/local files from the pull request and review the final diff.

Explicitly not required to freeze v1

  • Fully loose replacement of every Core prefab and asset.
  • Arbitrary C# or Unity components in data-only mods.
  • Entirely original enemy skeletons and animation controllers.
  • Arbitrary new player clothing rig slots or clothing physics graphs.
  • A standalone graphical mod-maker.
  • External mod-folder discovery on Android or WebGL.

Clone this wiki locally